Files
OpenRA/OpenRA.Mods.Common/Activities/LayMines.cs
RoosterDragon e6914f707a Introduce FirstOrDefault extensions method for Array.Find and List.Find.
This allows the LINQ spelling to be used, but benefits from the performance improvement of the specific methods for these classes that provide the same result.
2023-11-19 19:28:57 +02:00

225 lines
6.3 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Activities;
using OpenRA.Mods.Common.Traits;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Activities
{
// Assumes you have Minelayer on that unit
public class LayMines : Activity
{
readonly Minelayer minelayer;
readonly AmmoPool[] ammoPools;
readonly IMove movement;
readonly IMoveInfo moveInfo;
readonly RearmableInfo rearmableInfo;
List<CPos> minefield;
bool returnToBase;
Actor rearmTarget;
bool layingMine;
public LayMines(Actor self, List<CPos> minefield = null)
{
minelayer = self.Trait<Minelayer>();
ammoPools = self.TraitsImplementing<AmmoPool>().ToArray();
movement = self.Trait<IMove>();
moveInfo = self.Info.TraitInfo<IMoveInfo>();
rearmableInfo = self.Info.TraitInfoOrDefault<RearmableInfo>();
this.minefield = minefield;
}
protected override void OnFirstRun(Actor self)
{
minefield ??= new List<CPos> { self.Location };
}
CPos? NextValidCell(Actor self)
{
if (minefield != null)
foreach (var c in minefield)
if (CanLayMine(self, c))
return c;
return null;
}
public override bool Tick(Actor self)
{
returnToBase = false;
if (IsCanceling)
{
if (layingMine)
foreach (var t in self.TraitsImplementing<INotifyMineLaying>())
t.MineLayingCanceled(self, self.Location);
return true;
}
if (layingMine)
{
layingMine = false;
if (LayMine(self))
{
if (minelayer.Info.AfterLayingDelay > 0)
QueueChild(new Wait(minelayer.Info.AfterLayingDelay));
// The tick has to end now, because otherwise a next cell is picked and Move activity is queued (which will change minelayer's location in current tick).
return false;
}
}
if ((minefield == null || minefield.Contains(self.Location)) && CanLayMine(self, self.Location))
{
if (rearmableInfo != null && ammoPools.Any(p => p.Info.Name == minelayer.Info.AmmoPoolName && !p.HasAmmo))
{
// Rearm (and possibly repair) at rearm building, then back out here to refill the minefield some more
rearmTarget = self.World.Actors
.Where(a =>
self.Owner.RelationshipWith(a.Owner) == PlayerRelationship.Ally
&& rearmableInfo.RearmActors.Contains(a.Info.Name))
.ClosestToWithPathFrom(self);
if (rearmTarget == null)
return true;
// Add a CloseEnough range of 512 to the Rearm/Repair activities in order to ensure that we're at the host actor
QueueChild(new MoveAdjacentTo(self, Target.FromActor(rearmTarget)));
QueueChild(movement.MoveTo(self.World.Map.CellContaining(rearmTarget.CenterPosition), ignoreActor: rearmTarget));
QueueChild(new Resupply(self, rearmTarget, new WDist(512)));
returnToBase = true;
return false;
}
if (!StartLayingMine(self))
return false;
if (minelayer.Info.PreLayDelay == 0)
{
if (LayMine(self) && minelayer.Info.AfterLayingDelay > 0)
QueueChild(new Wait(minelayer.Info.AfterLayingDelay));
}
else
{
layingMine = true;
QueueChild(new Wait(minelayer.Info.PreLayDelay));
}
return false;
}
var nextCell = NextValidCell(self);
if (nextCell != null)
{
QueueChild(movement.MoveTo(nextCell.Value, 0));
return false;
}
// TODO: Return somewhere likely to be safe (near rearm building) so we're not sitting out in the minefield.
return true;
}
public void CleanMineField(Actor self)
{
// Remove cells that have already been mined
// or that are revealed to be unmineable.
if (minefield != null)
{
var positionable = (IPositionable)movement;
var mobile = positionable as Mobile;
minefield.RemoveAll(c => self.World.ActorMap.GetActorsAt(c)
.Any(a => a.Info.Name == minelayer.Info.Mine.ToLowerInvariant() && a.CanBeViewedByPlayer(self.Owner)) ||
((!positionable.CanEnterCell(c, null, BlockedByActor.Immovable) || (mobile != null && !mobile.CanStayInCell(c)))
&& self.Owner.Shroud.IsVisible(c)));
}
}
public override IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
{
if (returnToBase)
yield return new TargetLineNode(Target.FromActor(rearmTarget), moveInfo.GetTargetLineColor());
if (minefield == null || minefield.Count == 0)
yield break;
var nextCell = NextValidCell(self);
if (nextCell != null)
yield return new TargetLineNode(Target.FromCell(self.World, nextCell.Value), minelayer.Info.TargetLineColor);
if (minefield.Count > 1)
foreach (var c in minefield)
yield return new TargetLineNode(Target.FromCell(self.World, c), minelayer.Info.TargetLineColor, tile: minelayer.Tile);
}
static bool CanLayMine(Actor self, CPos p)
{
// If there is no unit (other than me) here, we can place a mine here
return self.World.ActorMap.GetActorsAt(p).All(a => a == self);
}
bool StartLayingMine(Actor self)
{
if (ammoPools != null)
{
var pool = ammoPools.FirstOrDefault(x => x.Info.Name == minelayer.Info.AmmoPoolName);
if (pool == null)
return false;
if (pool.CurrentAmmoCount < minelayer.Info.AmmoUsage)
return false;
}
foreach (var t in self.TraitsImplementing<INotifyMineLaying>())
t.MineLaying(self, self.Location);
return true;
}
bool LayMine(Actor self)
{
if (ammoPools != null)
{
var pool = ammoPools.FirstOrDefault(x => x.Info.Name == minelayer.Info.AmmoPoolName);
if (pool == null)
return false;
if (!pool.TakeAmmo(self, minelayer.Info.AmmoUsage))
return false;
}
minefield.Remove(self.Location);
self.World.AddFrameEndTask(w =>
{
if (!CanLayMine(self, self.Location))
return;
var mine = w.CreateActor(minelayer.Info.Mine, new TypeDictionary
{
new LocationInit(self.Location),
new OwnerInit(self.Owner),
});
foreach (var t in self.TraitsImplementing<INotifyMineLaying>())
t.MineLaid(self, mine);
});
return true;
}
}
}